/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 *
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.ai;

import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_ATTACK;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_CAST;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_FOLLOW;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_IDLE;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_INTERACT;
import static net.sf.l2j.gameserver.ai.CtrlIntention.AI_INTENTION_PICK_UP;
import net.sf.l2j.gameserver.model.L2Character.AIAccessor;
import net.sf.l2j.gameserver.model.L2Summon;

public class L2SummonAI extends L2CharacterAI {
	private boolean _thinking; // to prevent recursive thinking

	public L2SummonAI(AIAccessor accessor) {
		super(accessor);
	}

	@Override
	protected void onIntentionIdle() {
		stopFollow();
		onIntentionActive();
	}

	@Override
	protected void onIntentionActive() {
		L2Summon summon = (L2Summon) _actor;
		if (summon.getFollowStatus())
			setIntention(AI_INTENTION_FOLLOW, summon.getOwner());
		else
			super.onIntentionActive();
	}

	private void thinkAttack() {
		if (checkTargetLostOrDead(getAttackTarget())) {
			setAttackTarget(null);
			return;
		}
		if (maybeMoveToPawn(getAttackTarget(), _actor.getPhysicalAttackRange()))
			return;
		clientStopMoving(null);
		_accessor.doAttack(getAttackTarget());
		return;
	}

	private void thinkCast() {
		L2Summon summon = (L2Summon) _actor;
		if (checkTargetLost(getCastTarget())) {
			setCastTarget(null);
			return;
		}
		if (maybeMoveToPawn(getCastTarget(),
				_actor.getMagicalAttackRange(_skill)))
			return;
		clientStopMoving(null);
		summon.setFollowStatus(false);
		setIntention(AI_INTENTION_IDLE);
		_accessor.doCast(_skill);
		return;
	}

	private void thinkPickUp() {
		if (_actor.isAllSkillsDisabled())
			return;
		if (checkTargetLost(getTarget()))
			return;
		if (maybeMoveToPawn(getTarget(), 36))
			return;
		setIntention(AI_INTENTION_IDLE);
		((L2Summon.AIAccessor) _accessor).doPickupItem(getTarget());
		return;
	}

	private void thinkInteract() {
		if (_actor.isAllSkillsDisabled())
			return;
		if (checkTargetLost(getTarget()))
			return;
		if (maybeMoveToPawn(getTarget(), 36))
			return;
		setIntention(AI_INTENTION_IDLE);
		return;
	}

	@Override
	protected void onEvtThink() {
		if (_thinking || _actor.isAllSkillsDisabled())
			return;
		_thinking = true;
		try {
			if (getIntention() == AI_INTENTION_ATTACK)
				thinkAttack();
			else if (getIntention() == AI_INTENTION_CAST)
				thinkCast();
			else if (getIntention() == AI_INTENTION_PICK_UP)
				thinkPickUp();
			else if (getIntention() == AI_INTENTION_INTERACT)
				thinkInteract();
		} finally {
			_thinking = false;
		}
	}
}
